1// Adds compile-time JS functions to handle creation and flushing of wasm's offscreen buffer 2// to a visible element on the page. 3(function(DebuggerView){ 4 // Takes a canvas element 5 DebuggerView.MakeSWCanvasSurface = function(canvas) { 6 // Set the canvas element to have a 2d non-gpu context. (constant until element is destroyed) 7 // We don't need the context in this scope, we just want the side effect. 8 canvas.getContext('2d', { 9 alpha: true, 10 depth: false 11 }); 12 // Maybe better to use clientWidth/height. See: 13 // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html 14 var surface = DebuggerView.MakeSurface(canvas.width, canvas.height); 15 if (surface) { 16 surface._canvas = canvas; 17 } 18 console.log('Made HTML Canvas Surface'); 19 return surface; 20 }; 21 22 // Don't over-write the MakeCanvasSurface set by gpu.js if it exists. 23 if (!DebuggerView.MakeCanvasSurface) { 24 DebuggerView.MakeCanvasSurface = DebuggerView.MakeSWCanvasSurface; 25 } 26 27 DebuggerView.MakeSurface = function(width, height) { 28 var bufferLen = width * height * 4; // 4 bytes per pixel 29 // Allocate the buffer of pixels to be drawn into. 30 var pixelPtr = DebuggerView._malloc(bufferLen); 31 var imageInfo = { 32 'width': width, 33 'height': height, 34 // RGBA 8888 is the only pixel format we can show on an HTML canvas 35 'colorType': DebuggerView.ColorType.RGBA_8888, 36 // We are sending these pixels directly into the HTML canvas, 37 // (and those pixels are un-premultiplied, i.e. straight r,g,b,a) 38 'alphaType': DebuggerView.AlphaType.Unpremul, 39 } 40 var surface = this._getRasterDirectSurface(imageInfo, pixelPtr, width * 4); 41 if (surface) { 42 surface._canvas = null; 43 surface._width = width; 44 surface._height = height; 45 surface._bufferLen = bufferLen; 46 47 surface._pixelPtr = pixelPtr; 48 // rasterDirectSurface does not initialize the pixels, so we clear them 49 // to transparent black. 50 surface.getCanvas().clear(DebuggerView.TRANSPARENT); 51 } 52 return surface; 53 }; 54 55 56 DebuggerView.onRuntimeInitialized = function() { 57 58 DebuggerView.SkSurface.prototype.flush = function() { 59 this._flush(); 60 // Do we have an HTML canvas to write the pixels to? 61 // We will not if this a GPU build or a raster surface, for example. 62 if (this._canvas) { 63 var pixels = new Uint8ClampedArray(DebuggerView.buffer, this._pixelPtr, this._bufferLen); 64 var imageData = new ImageData(pixels, this._width, this._height); 65 this._canvas.getContext('2d').putImageData(imageData, 0, 0); 66 } 67 }; 68 69 // Call dispose() instead of delete to clean up the underlying memory 70 DebuggerView.SkSurface.prototype.dispose = function() { 71 if (this._pixelPtr) { 72 DebuggerView._free(this._pixelPtr); 73 } 74 this.delete(); 75 } 76 } 77 78 DebuggerView.currentContext = DebuggerView.currentContext || function() { 79 // no op if this is a cpu-only build. 80 }; 81 82 DebuggerView.setCurrentContext = DebuggerView.setCurrentContext || function() { 83 // no op if this is a cpu-only build. 84 }; 85}(Module)); // When this file is loaded in, the high level object is "Module"; 86